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I can't start a Sim Settlement 2 quest

Equal_Neo

New Member
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3
My issue is that I'm unable to start a Sim Settlement 2 starting quest and obtain a ASAM-sensor in any way I have found in wiki.simsettlements2.com
Steps I have done:
1. By the steps from this guide I have built a Recruitment Radio Beacon (if there's any other type of Recruitment building, I haven't found any as I was listing through literally all possible building that I'm able to build and didn't discover any similar analogue), however no Stranger have appeared in the Sanctuary and proposed me any unique dialogue. I have waited for multiple days there and nothing has helped me. Here's a visual representation:
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2. Then I have found a second guide which could possible help me with this issue: However, out of all radio signals in my PiP-Boy I didn't manage to find anything related to Jake's Private Frequency nor to find any character named Jake in Charles View Amphitheatre, even though I travelled there and scattered through anything which was located in close proximity to this location. The only signal that had similar name is Private Frequency, but everywhere that I had been this signal was unavailable and not highlighted
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Is there any other way to obtain ASAM-sensor? I really want to build a settlement, but I don't really know how. It's all very complicated in comparison to other mods I have tried, even to Sim Settlements 1 where I needed just to pick up this module in Concord
I would really like to receive a possible solution to my problem
 
Assuming you are using all latest versions of SS2, Workshop Framework, and all other required mods - then Jake should have appeared upon building the beacon.

Did you see a magazine on the Sanctuary workshop when you first approached?

Also, did you already have any other owned settlements before Sanctuary, that contain powered beacons? If so, it's possible he spawned at one of those.
 
Did you install as part of a mod package/collection? We seen instances of mod packages pulling down broken or out-of-date copies of the mod files. For example, in another thread a person's mod collection pulled down the current version of SS2CH3, but older versions of SS2CH1, SS2CH2, and WSFW.
 
Did you install as part of a mod package/collection? We seen instances of mod packages pulling down broken or out-of-date copies of the mod files. For example, in another thread a person's mod collection pulled down the current version of SS2CH3, but older versions of SS2CH1, SS2CH2, and WSFW.
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I have installed all of these mods separately each from Nexus basically 3-4 days ago
 
So that rules out version conflicts. What about the questions posed by @twolargepepperoni, above?
  • Did a magazine appear on the workbench at Sanctuary? If not, there's a problem. (Picking up the magazine doesn't trigger the mod; it just ensures you have the supplies needed to build a beacon.)
  • Did you build a beacon anywhere else first? The Stranger is intended to appear when you first build a beacon, but if you already built some prior to installing the mod then he could have appeared at any one of those settlements.
 
So that rules out version conflicts. What about the questions posed by @twolargepepperoni, above?
  • Did a magazine appear on the workbench at Sanctuary? If not, there's a problem. (Picking up the magazine doesn't trigger the mod; it just ensures you have the supplies needed to build a beacon.)
  • Did you build a beacon anywhere else first? The Stranger is intended to appear when you first build a beacon, but if you already built some prior to installing the mod then he could have appeared at any one of those settlements.
I managed to deal with a problem, I have found an ID of ASAM somewhere in files when I disassemled BA2 of SS2 and spawned myself some. Then a Stranger have appeared almost immediately in Sanctuary, even though before he wasn't
Will it break anything?
 
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